Difference between revisions of "BinaryPathWML"

From The Battle for Wesnoth Wiki
m (the toplevel [binary_path] tag)
(the toplevel [binary_path] tag: Add support for map_file)
(4 intermediate revisions by 3 users not shown)
Line 3: Line 3:
  
 
This tag is used to recognize more than one directory as containing images, music, and sound. It only has one key:
 
This tag is used to recognize more than one directory as containing images, music, and sound. It only has one key:
* '''path''': a directory. When an image is not found it the normal ''images'' directory, it will be looked for in '''''path'''/images''. Similarly, music will be looked for in '''''path'''/music'', and sound in '''''path'''/sound''.
+
* '''path''': a directory. When an image is not found it the normal ''images'' directory, it will be looked for in '''''path'''/images''. Similarly,
 +
** music will be looked for in '''''path'''/music'', and
 +
** sound in '''''path'''/sound''.
 +
** {{DevFeature1.15|3}} For '''[scenario]map_file''' and '''[replace_map]map_file''', the file will be looked for in '''''path'''/maps''.
 +
 
 
Notice that '''''path''''' is still relative to the main Wesnoth directory.
 
Notice that '''''path''''' is still relative to the main Wesnoth directory.
 +
 +
[binary_path] should only be used where necessary. For example a multiplayer era should have its [binary_path] inside an #ifdef MULTIPLAYER instead of outside it in order to avoid possible clashes with single-player content.
 +
 +
== Example ==
 +
 +
To enable the game to find images, sounds and music in the add-on MyAddOn:
 +
 +
<syntaxhighlight lang=wml>
 +
[binary_path]
 +
    path=data/add-ons/MyAddOn
 +
[/binary_path]
 +
</syntaxhighlight>
 +
 +
When the game looks for an image '''''units/humans/footman.png''''', it'll now be able to find and use the file '''''MyAddOn/images/units/humans/footman.png'''''.
  
 
== See Also ==
 
== See Also ==

Revision as of 18:22, 26 December 2019

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

the toplevel [binary_path] tag

This tag is used to recognize more than one directory as containing images, music, and sound. It only has one key:

  • path: a directory. When an image is not found it the normal images directory, it will be looked for in path/images. Similarly,
    • music will be looked for in path/music, and
    • sound in path/sound.
    • (Version 1.15.3 and later only) For [scenario]map_file and [replace_map]map_file, the file will be looked for in path/maps.

Notice that path is still relative to the main Wesnoth directory.

[binary_path] should only be used where necessary. For example a multiplayer era should have its [binary_path] inside an #ifdef MULTIPLAYER instead of outside it in order to avoid possible clashes with single-player content.

Example

To enable the game to find images, sounds and music in the add-on MyAddOn:

[binary_path]
    path=data/add-ons/MyAddOn
[/binary_path]

When the game looks for an image units/humans/footman.png, it'll now be able to find and use the file MyAddOn/images/units/humans/footman.png.

See Also